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[7266] Use DBC data for auction cut/deposit percents and location (auiction house id in fact).
More auction related code refactoring, Move auction related code from ObjectMgr to AuctionHouseMgr. Author: VladimirMangos --HG-- branch : trunk
This commit is contained in:
@@ -55,67 +55,19 @@ void WorldSession::HandleAuctionHelloOpcode( WorldPacket & recv_data )
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SendAuctionHello(guid, unit);
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}
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static AuctionLocation AuctioneerFactionToLocation(uint32 faction)
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{
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if(sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
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return AUCTION_NEUTRAL;
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FactionTemplateEntry const* u_entry = sFactionTemplateStore.LookupEntry(faction);
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if(!u_entry)
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return AUCTION_NEUTRAL;
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if(u_entry->ourMask & FACTION_MASK_ALLIANCE)
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return AUCTION_ALLIANCE;
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else if(u_entry->ourMask & FACTION_MASK_HORDE)
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return AUCTION_HORDE;
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else
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return AUCTION_NEUTRAL;
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}
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//this void causes that auction window is opened
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void WorldSession::SendAuctionHello( uint64 guid, Creature* unit )
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{
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AuctionHouseEntry const* ahEntry = AuctionHouseMgr::GetAuctionHouseEntry(unit->getFaction());
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if(!ahEntry)
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return;
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WorldPacket data( MSG_AUCTION_HELLO, 12 );
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data << (uint64) guid;
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data << (uint32) AuctioneerFactionToLocation(unit->getFaction());
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data << (uint32) ahEntry->houseId;
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SendPacket( &data );
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}
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//this function inserts to WorldPacket auction's data
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bool WorldSession::SendAuctionInfo(WorldPacket & data, AuctionEntry* auction)
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{
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Item *pItem = objmgr.GetAItem(auction->item_guidlow);
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if (!pItem)
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{
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sLog.outError("auction to item, that doesn't exist !!!!");
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return false;
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}
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data << (uint32) auction->Id;
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data << (uint32) pItem->GetEntry();
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for (uint8 i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; i++)
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{
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data << (uint32) pItem->GetEnchantmentId(EnchantmentSlot(i));
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data << (uint32) pItem->GetEnchantmentDuration(EnchantmentSlot(i));
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data << (uint32) pItem->GetEnchantmentCharges(EnchantmentSlot(i));
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}
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data << (uint32) pItem->GetItemRandomPropertyId(); //random item property id
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data << (uint32) pItem->GetItemSuffixFactor(); //SuffixFactor
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data << (uint32) pItem->GetCount(); //item->count
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data << (uint32) pItem->GetSpellCharges(); //item->charge FFFFFFF
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data << (uint32) 0; //Unknown
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data << (uint64) auction->owner; //Auction->owner
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data << (uint32) auction->startbid; //Auction->startbid (not sure if useful)
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data << (uint32) ((auction->bid)? objmgr.GetAuctionOutBid(auction->bid) : 0);
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//minimal outbid
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data << (uint32) auction->buyout; //auction->buyout
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data << (uint32) (auction->time - time(NULL)) * 1000; //time left
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data << (uint64) auction->bidder; //auction->bidder current
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data << (uint32) auction->bid; //current bid
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return true;
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}
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//call this method when player bids, creates, or deletes auction
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void WorldSession::SendAuctionCommandResult(uint32 auctionId, uint32 Action, uint32 ErrorCode, uint32 bidError )
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{
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@@ -173,12 +125,12 @@ void WorldSession::SendAuctionOutbiddedMail(AuctionEntry *auction, uint32 newPri
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msgAuctionOutbiddedSubject << auction->item_template << ":0:" << AUCTION_OUTBIDDED;
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if (oldBidder && !_player)
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oldBidder->GetSession()->SendAuctionBidderNotification( auction->location, auction->Id, AHBplayerGUID, newPrice, objmgr.GetAuctionOutBid(auction->bid), auction->item_template);
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oldBidder->GetSession()->SendAuctionBidderNotification( auction->GetHouseId(), auction->Id, AHBplayerGUID, newPrice, auction->GetAuctionOutBid(), auction->item_template);
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if (oldBidder && _player)
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oldBidder->GetSession()->SendAuctionBidderNotification( auction->location, auction->Id, _player->GetGUID(), newPrice, objmgr.GetAuctionOutBid(auction->bid), auction->item_template);
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oldBidder->GetSession()->SendAuctionBidderNotification( auction->GetHouseId(), auction->Id, _player->GetGUID(), newPrice, auction->GetAuctionOutBid(), auction->item_template);
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WorldSession::SendMailTo(oldBidder, MAIL_AUCTION, MAIL_STATIONERY_AUCTION, auction->location, auction->bidder, msgAuctionOutbiddedSubject.str(), 0, NULL, auction->bid, 0, MAIL_CHECK_MASK_NONE);
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WorldSession::SendMailTo(oldBidder, MAIL_AUCTION, MAIL_STATIONERY_AUCTION, auction->GetHouseId(), auction->bidder, msgAuctionOutbiddedSubject.str(), 0, NULL, auction->bid, 0, MAIL_CHECK_MASK_NONE);
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}
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}
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@@ -198,7 +150,7 @@ void WorldSession::SendAuctionCancelledToBidderMail( AuctionEntry* auction )
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std::ostringstream msgAuctionCancelledSubject;
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msgAuctionCancelledSubject << auction->item_template << ":0:" << AUCTION_CANCELLED_TO_BIDDER;
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WorldSession::SendMailTo(bidder, MAIL_AUCTION, MAIL_STATIONERY_AUCTION, auction->location, auction->bidder, msgAuctionCancelledSubject.str(), 0, NULL, auction->bid, 0, MAIL_CHECK_MASK_NONE);
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WorldSession::SendMailTo(bidder, MAIL_AUCTION, MAIL_STATIONERY_AUCTION, auction->GetHouseId(), auction->bidder, msgAuctionCancelledSubject.str(), 0, NULL, auction->bid, 0, MAIL_CHECK_MASK_NONE);
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}
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}
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@@ -223,6 +175,14 @@ void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data )
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return;
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}
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AuctionHouseEntry const* auctionHouseEntry = AuctionHouseMgr::GetAuctionHouseEntry(pCreature->getFaction());
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if(!auctionHouseEntry)
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{
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sLog.outDebug( "WORLD: HandleAuctionSellItem - Unit (GUID: %u) has wrong faction.", uint32(GUID_LOPART(auctioneer)) );
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return;
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}
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// client send time in minutes, convert to common used sec time
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etime *= MINUTE;
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@@ -243,7 +203,7 @@ void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data )
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Item *it = pl->GetItemByGuid( item );
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//do not allow to sell already auctioned items
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if(objmgr.GetAItem(GUID_LOPART(item)))
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if(auctionmgr.GetAItem(GUID_LOPART(item)))
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{
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sLog.outError("AuctionError, player %s is sending item id: %u, but item is already in another auction", pl->GetName(), GUID_LOPART(item));
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SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
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@@ -268,12 +228,10 @@ void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data )
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return;
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}
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AuctionLocation location = AuctioneerFactionToLocation(pCreature->getFaction());
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AuctionHouseObject * mAuctions;
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mAuctions = objmgr.GetAuctionsMap( location );
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AuctionHouseObject* auctionHouse = auctionmgr.GetAuctionsMap( pCreature->getFaction() );
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//we have to take deposit :
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uint32 deposit = objmgr.GetAuctionDeposit( location, etime, it );
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uint32 deposit = auctionmgr.GetAuctionDeposit( auctionHouseEntry, etime, it );
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if ( pl->GetMoney() < deposit )
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{
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SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_NOT_ENOUGHT_MONEY);
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@@ -300,22 +258,20 @@ void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data )
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AH->bidder = 0;
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AH->bid = 0;
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AH->buyout = buyout;
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AH->time = time(NULL) + auction_time;
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AH->expire_time = time(NULL) + auction_time;
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AH->deposit = deposit;
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AH->location = location;
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AH->auctionHouseEntry = auctionHouseEntry;
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sLog.outDetail("selling item %u to auctioneer %u with initial bid %u with buyout %u and with time %u (in sec) in location: %u", GUID_LOPART(item), GUID_LOPART(auctioneer), bid, buyout, auction_time, location);
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mAuctions->AddAuction(AH);
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sLog.outDetail("selling item %u to auctioneer %u with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u", GUID_LOPART(item), GUID_LOPART(auctioneer), bid, buyout, auction_time, AH->GetHouseId());
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auctionHouse->AddAuction(AH);
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objmgr.AddAItem(it);
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auctionmgr.AddAItem(it);
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pl->MoveItemFromInventory( it->GetBagSlot(), it->GetSlot(), true);
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CharacterDatabase.BeginTransaction();
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it->DeleteFromInventoryDB();
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it->SaveToDB(); // recursive and not have transaction guard into self, not in inventiory and can be save standalone
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CharacterDatabase.PExecute("INSERT INTO auctionhouse (id,auctioneerguid,itemguid,item_template,itemowner,buyoutprice,time,buyguid,lastbid,startbid,deposit,location) "
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"VALUES ('%u', '%u', '%u', '%u', '%u', '%u', '" I64FMTD "', '%u', '%u', '%u', '%u', '%u')",
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AH->Id, AH->auctioneer, AH->item_guidlow, AH->item_template, AH->owner, AH->buyout, (uint64)AH->time, AH->bidder, AH->bid, AH->startbid, AH->deposit, AH->location);
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AH->SaveToDB();
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pl->SaveInventoryAndGoldToDB();
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CharacterDatabase.CommitTransaction();
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@@ -347,12 +303,9 @@ void WorldSession::HandleAuctionPlaceBid( WorldPacket & recv_data )
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if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
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GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
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AuctionLocation location = AuctioneerFactionToLocation(pCreature->getFaction());
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AuctionHouseObject* auctionHouse = auctionmgr.GetAuctionsMap( pCreature->getFaction() );
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AuctionHouseObject * mAuctions;
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mAuctions = objmgr.GetAuctionsMap( location );
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AuctionEntry *auction = mAuctions->GetAuction(auctionId);
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AuctionEntry *auction = auctionHouse->GetAuction(auctionId);
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Player *pl = GetPlayer();
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if( !auction || auction->owner == pl->GetGUIDLow() )
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@@ -377,7 +330,7 @@ void WorldSession::HandleAuctionPlaceBid( WorldPacket & recv_data )
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// price too low for next bid if not buyout
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if ((price < auction->buyout || auction->buyout == 0) &&
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price < auction->bid + objmgr.GetAuctionOutBid(auction->bid))
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price < auction->bid + auction->GetAuctionOutBid())
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{
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//auction has already higher bid, client tests it!
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return;
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@@ -435,15 +388,15 @@ void WorldSession::HandleAuctionPlaceBid( WorldPacket & recv_data )
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auction->bidder = pl->GetGUIDLow();
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auction->bid = auction->buyout;
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objmgr.SendAuctionSalePendingMail( auction );
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objmgr.SendAuctionSuccessfulMail( auction );
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objmgr.SendAuctionWonMail( auction );
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auctionmgr.SendAuctionSalePendingMail( auction );
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auctionmgr.SendAuctionSuccessfulMail( auction );
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auctionmgr.SendAuctionWonMail( auction );
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SendAuctionCommandResult(auction->Id, AUCTION_PLACE_BID, AUCTION_OK);
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objmgr.RemoveAItem(auction->item_guidlow);
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mAuctions->RemoveAuction(auction->Id);
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CharacterDatabase.PExecute("DELETE FROM auctionhouse WHERE id = '%u'",auction->Id);
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auctionmgr.RemoveAItem(auction->item_guidlow);
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auctionHouse->RemoveAuction(auction->Id);
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auction->DeleteFromDB();
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delete auction;
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}
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@@ -474,22 +427,19 @@ void WorldSession::HandleAuctionRemoveItem( WorldPacket & recv_data )
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if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
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GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
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AuctionLocation location = AuctioneerFactionToLocation(pCreature->getFaction());
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AuctionHouseObject* auctionHouse = auctionmgr.GetAuctionsMap( pCreature->getFaction() );
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AuctionHouseObject * mAuctions;
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mAuctions = objmgr.GetAuctionsMap( location );
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AuctionEntry *auction = mAuctions->GetAuction(auctionId);
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AuctionEntry *auction = auctionHouse->GetAuction(auctionId);
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Player *pl = GetPlayer();
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if (auction && auction->owner == pl->GetGUIDLow())
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{
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Item *pItem = objmgr.GetAItem(auction->item_guidlow);
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Item *pItem = auctionmgr.GetAItem(auction->item_guidlow);
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if (pItem)
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{
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if (auction->bidder > 0) // If we have a bidder, we have to send him the money he paid
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{
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uint32 auctionCut = objmgr.GetAuctionCut( auction->location, auction->bid);
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uint32 auctionCut = auction->GetAuctionCut();
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if ( pl->GetMoney() < auctionCut ) //player doesn't have enough money, maybe message needed
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return;
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//some auctionBidderNotification would be needed, but don't know that parts..
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@@ -504,7 +454,7 @@ void WorldSession::HandleAuctionRemoveItem( WorldPacket & recv_data )
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mi.AddItem(auction->item_guidlow, auction->item_template, pItem);
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// item will deleted or added to received mail list
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WorldSession::SendMailTo(pl, MAIL_AUCTION, MAIL_STATIONERY_AUCTION, auction->location, pl->GetGUIDLow(), msgAuctionCanceledOwner.str(), 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE);
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WorldSession::SendMailTo(pl, MAIL_AUCTION, MAIL_STATIONERY_AUCTION, auction->GetHouseId(), pl->GetGUIDLow(), msgAuctionCanceledOwner.str(), 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE);
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}
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else
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{
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@@ -525,11 +475,11 @@ void WorldSession::HandleAuctionRemoveItem( WorldPacket & recv_data )
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SendAuctionCommandResult( auction->Id, AUCTION_CANCEL, AUCTION_OK );
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// Now remove the auction
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CharacterDatabase.BeginTransaction();
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CharacterDatabase.PExecute("DELETE FROM auctionhouse WHERE id = '%u'",auction->Id);
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auction->DeleteFromDB();
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pl->SaveInventoryAndGoldToDB();
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CharacterDatabase.CommitTransaction();
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objmgr.RemoveAItem( auction->item_guidlow );
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mAuctions->RemoveAuction( auction->Id );
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auctionmgr.RemoveAItem( auction->item_guidlow );
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auctionHouse->RemoveAuction( auction->Id );
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delete auction;
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}
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@@ -562,8 +512,7 @@ void WorldSession::HandleAuctionListBidderItems( WorldPacket & recv_data )
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if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
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GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
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AuctionLocation location = AuctioneerFactionToLocation(pCreature->getFaction());
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AuctionHouseObject* mAuctions = objmgr.GetAuctionsMap( location );
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AuctionHouseObject* auctionHouse = auctionmgr.GetAuctionsMap( pCreature->getFaction() );
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WorldPacket data( SMSG_AUCTION_BIDDER_LIST_RESULT, (4+4+4) );
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Player *pl = GetPlayer();
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@@ -575,23 +524,15 @@ void WorldSession::HandleAuctionListBidderItems( WorldPacket & recv_data )
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--outbiddedCount;
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uint32 outbiddedAuctionId;
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recv_data >> outbiddedAuctionId;
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AuctionEntry * auction = mAuctions->GetAuction( outbiddedAuctionId );
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if ( auction && SendAuctionInfo(data, auction))
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AuctionEntry * auction = auctionHouse->GetAuction( outbiddedAuctionId );
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if ( auction && auction->BuildAuctionInfo(data))
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{
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++totalcount;
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++count;
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}
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}
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for (AuctionHouseObject::AuctionEntryMap::const_iterator itr = mAuctions->GetAuctionsBegin();itr != mAuctions->GetAuctionsEnd();++itr)
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{
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AuctionEntry *Aentry = itr->second;
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if( Aentry && Aentry->bidder == pl->GetGUIDLow() )
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{
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if (SendAuctionInfo(data, itr->second))
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++count;
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++totalcount;
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}
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}
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auctionHouse->BuildListBidderItems(data,pl,count,totalcount);
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data.put<uint32>( 0, count ); // add count to placeholder
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data << totalcount;
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data << (uint32)300; //unk 2.3.0
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@@ -620,25 +561,15 @@ void WorldSession::HandleAuctionListOwnerItems( WorldPacket & recv_data )
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if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
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GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
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AuctionLocation location = AuctioneerFactionToLocation(pCreature->getFaction());
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AuctionHouseObject* mAuctions = objmgr.GetAuctionsMap( location );
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AuctionHouseObject* auctionHouse = auctionmgr.GetAuctionsMap( pCreature->getFaction() );
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WorldPacket data( SMSG_AUCTION_OWNER_LIST_RESULT, (4+4+4) );
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data << (uint32) 0; // amount place holder
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uint32 count = 0;
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uint32 totalcount = 0;
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for (AuctionHouseObject::AuctionEntryMap::const_iterator itr = mAuctions->GetAuctionsBegin();itr != mAuctions->GetAuctionsEnd();++itr)
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{
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AuctionEntry *Aentry = itr->second;
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if( Aentry && Aentry->owner == _player->GetGUIDLow() )
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{
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if(SendAuctionInfo(data, itr->second))
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++count;
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++totalcount;
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}
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}
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auctionHouse->BuildListOwnerItems(data,_player,count,totalcount);
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data.put<uint32>(0, count);
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data << (uint32) totalcount;
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data << (uint32) 0;
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@@ -677,8 +608,7 @@ void WorldSession::HandleAuctionListItems( WorldPacket & recv_data )
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if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
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GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
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AuctionLocation location = AuctioneerFactionToLocation(pCreature->getFaction());
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AuctionHouseObject * mAuctions = objmgr.GetAuctionsMap( location );
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AuctionHouseObject* auctionHouse = auctionmgr.GetAuctionsMap( pCreature->getFaction() );
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//sLog.outDebug("Auctionhouse search guid: " I64FMTD ", list from: %u, searchedname: %s, levelmin: %u, levelmax: %u, auctionSlotID: %u, auctionMainCategory: %u, auctionSubCategory: %u, quality: %u, usable: %u", guid, listfrom, searchedname.c_str(), levelmin, levelmax, auctionSlotID, auctionMainCategory, auctionSubCategory, quality, usable);
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@@ -694,62 +624,11 @@ void WorldSession::HandleAuctionListItems( WorldPacket & recv_data )
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wstrToLower(wsearchedname);
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for (AuctionHouseObject::AuctionEntryMap::const_iterator itr = mAuctions->GetAuctionsBegin();itr != mAuctions->GetAuctionsEnd();++itr)
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{
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AuctionEntry *Aentry = itr->second;
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Item *item = objmgr.GetAItem(Aentry->item_guidlow);
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if( item )
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{
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ItemPrototype const *proto = item->GetProto();
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if( proto )
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{
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if( auctionMainCategory == (0xffffffff) || proto->Class == auctionMainCategory )
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{
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if( auctionSubCategory == (0xffffffff) || proto->SubClass == auctionSubCategory )
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{
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||||
if( auctionSlotID == (0xffffffff) || proto->InventoryType == auctionSlotID )
|
||||
{
|
||||
if( quality == (0xffffffff) || proto->Quality == quality )
|
||||
{
|
||||
if( usable == (0x00) || _player->CanUseItem( item ) == EQUIP_ERR_OK )
|
||||
{
|
||||
if( ( levelmin == (0x00) || proto->RequiredLevel >= levelmin ) && ( levelmax == (0x00) || proto->RequiredLevel <= levelmax ) )
|
||||
{
|
||||
std::string name = proto->Name1;
|
||||
auctionHouse->BuildListAuctionItems(data,_player,
|
||||
wsearchedname, listfrom, levelmin, levelmax, usable,
|
||||
auctionSlotID, auctionMainCategory, auctionSubCategory, quality,
|
||||
count,totalcount);
|
||||
|
||||
// local name
|
||||
int loc_idx = GetSessionDbLocaleIndex();
|
||||
if ( loc_idx >= 0 )
|
||||
{
|
||||
ItemLocale const *il = objmgr.GetItemLocale(proto->ItemId);
|
||||
if (il)
|
||||
{
|
||||
if (il->Name.size() > size_t(loc_idx) && !il->Name[loc_idx].empty())
|
||||
name = il->Name[loc_idx];
|
||||
}
|
||||
}
|
||||
|
||||
if(name.empty())
|
||||
continue;
|
||||
|
||||
if( wsearchedname.empty() || Utf8FitTo(name, wsearchedname) )
|
||||
{
|
||||
if ((count < 50) && (totalcount >= listfrom))
|
||||
{
|
||||
++count;
|
||||
SendAuctionInfo( data, Aentry);
|
||||
}
|
||||
++totalcount;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
data.put<uint32>(0, count);
|
||||
data << (uint32) totalcount;
|
||||
data << (uint32) 300; // unk 2.3.0 const?
|
||||
|
||||
Reference in New Issue
Block a user